Indie developer Moon Mode in conjunction with publisher Beyond Frames revealed colourful city builder Spacefolk City back in August for Oculus Quest and PC VR headsets. This week, It has been confirmed that Spacefolk City will see an initial for Oculus Quest this Thursday, with the Steam release to follow at a later date.
The single-player title is set to offer a quirky take on the traditional city building experience. Taking place entirely in space, you’ll have the freedom to construct your floating city however you wish, creating some unusual urban layouts in the process. As you’re not limited to a flat surface, you can build up or down as you see fit, just making sure everything’s connected so that inhabitants can navigate your undulating cityscape.
Like any city builder, you’ll need to encourage new residents whilst ensuring their interests and requirements are met. From building them houses to useful establishments to frequent, as you can see from the screenshot there’s a definite food theme to some of the aesthetics. This is key to making inhabitants happy, as their body type indicates their interests. A happy community means they’ll be productive and efficient, helping you further build out the growing metropolis.
Alongside all the core buildings, you’ll also be able to decorate your space city to give it that homely feel. Drop in some lighting, foliage and more, making the whole place vibrant and alive. To help keep that motivation pumping, Spacefolk City will feature a funky soundtrack of more than 20 songs influenced by late-70s electro-disco and early-80s electro-pop.
Spacefolk City even has its own backstory with Moon Mode’s synopsis explaining: “The Spacefolk are in trouble! Their sun is going supernova, and they need your help to build up their city and find a way to escape the impending solar disaster!”
Roomscale gaming where you purely use your body and not the controllers isn’t something often seen anymore. There are plenty of virtual reality (VR) titles where you can move about a virtual space, crouching or walking over to pick up an object but actually employing your two feet as the only locomotion isn’t easy; especially if you’re working with a minimum 2m x 2m area. Sure, videogames like Space Pirate Trainer DX offer the chance to run around a play space if you can find an area large enough. This is why Eye of the Temple is a bit of a rarity, a true roomscale experience with an awesome Indiana Jones vibe.
Eye of the Temple is the work of solo indie developer Rune Skovbo Johansen who’s been working on this project for several years now. The whole ethos behind the title is navigating your way through an ancient, trap-filled temple, carefully watching where you place each and every foot. One wrong step and it is instant death.
While you might be quite comfortable walking around in any normal VR experience, Eye of the Temple is very different, for one you spend a lot of time looking at the floor and around your feet. Traversal through is primarily via stone blocks that move in one particular direction, carefully gauging your timing so you don’t fall between the gaps. There are some cylindrical blocks as well, encouraging you to keep your position by walking backwards as it rolls forward.
It’s this type of movement where some players are going to struggle, Eye of the Temple even offers a warning right at the start. You might think that physically stepping through the environment would be fine, however, a disconnect can happen when a block suddenly drops down, raises up or moves in an unexpected way. As long as you’re aware of this Eye of the Temple can be a lot of fun.
The gameplay is challenging right from the outset, it isn’t just about looking where to step next, there are gems to collect, multiple pathways to choose from and then there’s the whip. In fact, you have a whip in one hand and an unlit torch in the other, both designed to help you interact with the environment and solve puzzles. At times Eye of the Temple is like trying to rub your belly whilst tapping your head, as well as being spatially aware of obstacles; ducking under stuff plays an important part.
Even though Indiana Jones makes using a whip look easy, that isn’t the case here. With it, you can smash jars filled with gems, use it to pull levers from afar or kill enemies like little annoying flying scarabs. It certainly takes practice as the first few times trying to wrap the whip around a lever just seemed impossible.
As you can probably tell, Eye of the Temple is a physical experience all the way through, and it’ll have your heart thumping in no time. Not in the same way a rhythm action title would as the pace is steadier but you soon notice it after an hour or so. It becomes that engrossing you really do need to make sure your gameplay area is clear of any objects, it’s used to the maximum. If your boundary stops at a wall at times you’re going to be right up against it.
Eye of the Temple isn’t hectic in any way, encouraging you to take your time and explore. All those extra pathways offer secrets to discover which is exactly what you’d expect when exploring a lava-filled temple of death. No difficulty option is available, surprisingly though some accessibility options are, like being able to change the duck height or the whip hand if you’re left-handed. Best of all though is the auto-saving which seems to happen at every block. So there’s no trudging through swathes of a level if the worse happens.
This October features some really big VR releases and sandwiched in between them all is this nugget of indie inventiveness. Eye of the Temple feels like it goes back to VR’s roots in a way, the gameplay is simple but very effective, always keeping you thinking and on your toes. The whole experience achieves that one sort after quality in VR, immersion, where you become so focused on what you’re doing it’s easy to forget that the temple is actually your living room. Just be careful not to topple over, that can happen!
Survios has churned out some excellent virtual reality (VR) titles over the years from wave shooter Raw Data to the musical Electronauts. One of the studios’ biggest releases was an official tie-in with MGM’s Creed and Rocky cinematic universe with 2018’s Creed: Rise to Glory. This week Survios has revealed that the boxing title has cleared the one million unit sales mark across all platforms.
Initially brought to PlayStation VR and PC VR headsets before coming to Oculus Quest in 2019, Creed: Rise to Glory puts you in the gloves of underdog Adonis Creed. You then have to work your way through the boxing ranks, eventually becoming champion. As this was officially licensed you’ll not only receive training from the legendary Rocky Balboa, Adonis’ father, World Heavyweight Champion Apollo Creed makes an appearance and so does Mr. T’s character Clubber Lang.
When you’re not fighting in official bouts you need to build that strength and stamina with plenty of training or trying some of the various Endurance, Free Play, and Online PVP modes. When it comes to all those sales Survios hasn’t mentioned what the split is between the various platforms.
“When we first brought ‘Creed’ to life in VR, we knew players would become immersed in the character’s passion, determination and fighting spirit,” said Seth Gerson, CEO, Survios, in a statement. “Since releasing the game, players stepping into the virtual ring have thrown more than 500 million punches, burned more than 1 billion calories and boxed in over 50 million rounds on the road to 1 million games sold.”
“Whether we’re developing for VR, traditional consoles, physical installations with AR/VR overlays or a hybrid that combines the best of each, our mission is to design fully immersive, dynamic worlds that can be discovered in every reality where gamers exist,” continued Gerson. “Developing for cross-reality is just the beginning. We’re exploring every opportunity to captivate the broadest possible gaming audience while pushing the envelope to create the next generation of immersive technologies and interactive consumer experiences.”
One million copies might not be a lot in normal videogame terms but in VR that’s certainly a success. Survios’ most recent release is another official IP, collaborating with Taito to bring Puzzle Bobble VR: Vacation Odyssey to multiple VR headsets. For further updates on the studio’s latest projects, keep reading VRFocus.
2017’s Lone Echowas a good videogame. Actually, it was an excellent videogame because it came at a time when virtual reality (VR) needed big, impressive experiences that really showcased the potential of this technology. 2021 is a very different era. Titles like Half-Life: Alyx, Song in the Smoke, Stormland, and more provide players with epic adventures with engrossing storylines and inventive gameplay. After several delays to ensure Lone Echo II can be as good as it can, has Ready At Dawn achieved the sequel fans have been hoping for? Let’s just say, it’s nice to be back Jack.
Normally when it comes to a sequel if you’ve not played the previous title in the series then no bother, there’s a handy catch up at the beginning and you’re away. It’s the same here with Lone Echo II’s loading sequence providing snippets of the original to fill in those blanks. However, on this occasion, it’s advisable not to, purely due to the narrative at play here. The story directly continues over and because of the interactions at play between the two main characters and the grandiose setting, it’s worth experiencing the saga in its entirety.
Awakening as Jack, the android assigned to protect Captain Olivia “Liv” Rhodes, you’re once again making sure she survives the perils of deep space and a deadly organism simply known as the “Bio Mass”. The entire adventure takes place (mostly) on a deserted space station made out of various asteroids joined together. This entire installation orbits Saturn which makes for a particularly impressive backdrop once you get outside. Lone Echo was known for its gorgeous visuals with Lone Echo II somehow managing to outdo its sibling. Whether you’re casually floating through the void of space or on a pressing mission, there are visually striking moments everywhere so try not to let all that eye candy distract you too much.
So Lone Echo II still looks pretty but how does it handle? Not much has changed here actually. The entire experience is still in zero-g – no artificial gravity in this sci-fi universe – so getting about is a mixture of grabbing the environment or using little wrist-mounted jets to propel yourself. Whilst there is a larger boost to navigate some of the larger expanses, most of the time you’ll be using a mixture of the first two. In conjunction with the storyline, this tends to make Lone Echo II a slow and methodical type of videogame. Certain sequences do add a sprinkling of action but for the most part, Lone Echo II isn’t about rushing, a general playthrough should last around ten hours without doing all the extra side missions.
With no change in the core movement options, fans will instantly be at home here, flinging themselves from pillar to post in no time. If you are jumping right in it’s worth noting zero gravity can be a bit much for some, even with the accessibility options available. One nice mechanic Lone Echo II does employ is keeping you on the same visual plane, you can’t suddenly spin yourself upside down for example – one of the best ways to induce nausea. The only braking of that rule comes with a little device called the “Extreme Drifter”. Find it and you’ll blast across the space station. A word of warning, you can twist and if you don’t let go, it’s the only way to reorient yourself.
So you might now be wondering what is exactly new. Well, most of this involves dealing with the Bio Mass threat and its various evolutions like the really annoying, power-hungry ticks that’ll latch onto any sort of power source – not great when you’re an android. Lone Echo II’s puzzles begin by trying to avoid or manoeuvre these creatures, with plenty of physical interaction cutting access panels, pulling power levers, and more, nothing too taxing. As you get deeper you’ll unlock offensive capabilities (not just tools) offering light combat segments.
All of these are located on Jack’s wrist, activated with a blue button. You get five gadgets in total, some that’ll get far more use than others. Unlike actual shooters where weapons or tools are usually quickly accessible, that’s not really the case here. You have to grab a blue orb representing each tool, not the greatest mechanic if you’re being attacked. This again highlights the composed approach you have to take in Lone Echo II, carefully planning how you handle every danger. Death is no worry for an android as you’ll be rebuilt at the nearest Fabricator but that doesn’t mean you should rely on it. Some aren’t always close by.
Lone Echo II’s gameplay might be finely tuned, however, it would be nothing without the relationship it fosters between Jack and Liv. The epic storyline is enthralling – as good as any binged TV show – nonetheless the bond you build with Liv is what gives both Jack and Lone Echo II their humanity. Dialogue options allow you to play a more logical android character or add a little bit of jokey banter into the mix, eliciting different responses from Liv. Without spoiling too much there’s a particular scene where you have to hold her hand, it’s a very touching moment between two friends.
Ready At Dawn may have originally planned to release Lone Echo II in 2020 before having to push it back several times and that’s completely understandable considering the quality of videogame that’s been produced. There’s a lot to love and get engrossed in as it’s so immersive, the real criticism comes from the fact that Lone Echo II plays everything a little too safe. The experience doesn’t break any new ground and it really could’ve done with some greater challenges thrown in. On the other hand, it was engrossing until the very end, easily the standout AAA VR experience of 2021.
Cold, wet and with a suspicious-looking mushroom you’ve only just picked off a fallen tree your only source of nourishment, your survival isn’t looking good unless you can make it back to your campfire and get it lit before the sunlight fades. Even then, your safety isn’t guaranteed because if that flame goes out whilst you sleep or you’ve chosen a really poor location for your campfire, making it through the night becomes a nightmarish journey that’s as scary as any horror videogame. Welcome to Song in the Smoke, one of the toughest VR adventure’s out there.
The very first virtual reality (VR) title from Japanese developer 17-BIT wastes no time in offering you some hard truths, this is a videogame about patience and determination. In this beautiful primordial world, everything is trying to survive and you become both hunter and hunted as the landscape unfolds, with evermore expansive and twisting environments just begging to be explored.
Song in the Smoke gives a short sharp introduction to the continual process of trying not to die, showing you how to make a knife, use a pestle and mortar to crush certain plants and most importantly of all, making fire. It can’t be overstated enough how vital the campfire is to make it through each and every day. This is where you can find warmth, sleep, cook food and make other useful kit like a drying rack to put animal skins on. Oh, and one other thing, this isn’t an experience for those that don’t like hurting animals, there’s a lot of killing as their skins are vital for survival.
So Song in the Smoke is all about that hunter-gather lifestyle, surviving from day to day. But, interwoven with this is a far more mysterious narrative that helps drive the gameplay forward and out of the safety of your cave. There’s a really weird bird creature you encounter along the way, it’s weird because it has three crow heads and a human face on its chest. Nevers says anything, just occasionally squawks. Each biome has glowing purple rocks to locate. Find them all and you’ll then be instructed to hunt a special spirit animal. Kill it and a portal to the next area unlocks, giving you access to new resources and new creatures.
There’s no rush to anything in Song in the Smoke, you can spend as many in-game days as you like foraging, hunting and collecting those stones. In the latter stages, it’s almost too easy to spend hours exploring all the nooks and crannies of the environment as there are hidden secrets like health bar increases or skull pots with random goodies inside. But doing leads to a lot of repetition, especially where the campfire is concerned, constantly looking for wood and making sure you’ve got enough to last the night.
Most of the experience is based around fairly realistic physics and interactive gameplay. You have to bash small rocks to make arrowheads or use your knife to slice up some kindling. It’s all very physical, hence why you have a stamina bar and have to sleep eventually. This means you need that fire to burn all night so you’re safe, building it up with kindling, then small sticks, medium sticks and large sticks. These all burn differently, with a big indicator circling the fire so you know what burns when and how long you’ve got – like the train scene from Back to the Future: Part 3. If the fire burns out too early and you’re out of wood then welcome to darkness…and the dangers that lurk within it.
Only three campfires can be made per level so a great deal of thought needs to go into where you hunker down. On the top of some cliffs is good, stops the animals getting to you but then if it rains that’s your fire destroyed. This simple idea is even tougher when you first enter an area as the map on your chest is blank until you uncover some of the environment. This seemed to be where you become most vulnerable, with numerous deaths occurring from wild animals (panthers, wild boars, lions) whilst trying to get a feel for the landscape. What makes it more frustrating is the complete lack of checkpoints.
Going through to a new area or locating all three stones you might think that an autosave might be dropped in. Oh no, all saving is manual at the campfire so you have to remember to save, save and save some more. Suddenly realising you’re close to death and you haven’t saved for an hour isn’t great. And there are numerous ways to meet your end, not just being lunch for a stealthy predator. Cold, bleeding out, hunger, fatigue, they’ll all have an effect on depleting your health. Keeping an eye on your inventory is critical so you’ve got food and other resources, adding another layer to Song in the Smoke long list of things to keep you busy.
Whilst there is plenty to do, see and interact with, providing an amazingly rich VR experience that you can get lost in, there are a couple of mechanics that don’t make sense; breaking the finally crafted immersion. These are made instantly apparent in the tutorial and are two of the key features in Song in the Smoke, eating and climbing. With so much work on the intricate crafting mechanics, why is it that when anything is eaten a big scroll wheel appears to show you’re chewing? Instantly breaking that sense of immersion, made worse by the fact that you have to regularly eat, constantly popping up in your face. Definitely not a fan of that.
And when it comes to climbing the only option you have is teleporting, with a little green indicator having to momentarily charge up before you can jump/climb up or down a ledge. Song in the Smoke has plenty of physicality to it but no climbing? Plenty of VR titles utilise physically grabbing ledges as a means of grounding you in their worlds, to bypass a mechanic like that just seems odd. It means even if your settings are on full immersion (smooth locomotion and turning) you still have to teleport. Likewise, all the usual comfort settings are there so most players should find a happy medium.
Even with all that said, Song in the Smoke is thoroughly engrossing to play. The level design is magnificent and becomes a real challenge the deeper in you get. Every day feels fresh and new, a mixture of joy when a new area is discovered and dread when a menacing growl suddenly appears from behind you. It’s a huge experience that you can get lost in, spending hour upon hour taking it all in. Song in the Smoke looked like it was something special and it is, one of the best VR games of 2021.
At the moment Facebook has a real problem on its hands as all of its services including Oculus, Instagram and WhatsApp are currently down. And the issue has raised another important question relating to Oculus’ services being so closely linked with a Facebook account, your Oculus Quest/Quest 2 is essentially bricked until services resume.
The outage appears to be worldwide by the looks of reports coming in, with the problem appearing to stem from a DNS (Domain Name Services) issue. DNS works as a sort of global address book, allowing web browsers to find the server that houses the website using their IP address. Currently, if you head to Facebook.com or Oculus.com for example you’ll get “Site Can’t be Reached” with “DNS_PROBE_FINISHED_NXDOMAIN” underneath.
Facebook and Oculus’ accounts on Twitter have both issued the same message saying: “We’re aware that some people are having trouble accessing our apps and products. We’re working to get things back to normal as quickly as possible, and we apologize for any inconvenience.” At the moment it’s unclear if this is an internal issue or whether malicious outside actors are at work.
While it might be quite nice to take a break from social media for a moment – these types of issues are usually solved fairly quickly – if you want to switch on your Oculus headset for a quick Beat Saber or Population: One session you might be disappointed. VRFocus checked its Oculus Quest 2 only to find a very blank home screen, completely devoid of games or the store, just the files and settings features were available.
This vividly highlights the problem with having to connect to Facebook’s services to gain access to apps – the WiFi connection was fine. Even all the ones downloaded and taking up actual storage space didn’t show up. It’s why some VR fans began boycotting the company when it made all mandatory that all Oculus Quest 2’s had to be affiliated with a Facebook account.
As this is an ongoing story VRFocus will up the article with any further breaking news.
There’s always something utterly captivating about epic sci-fi adventures, especially in virtual reality (VR). Half-Life: Alyx, Lone Echo, Stormland, all big expansive videogames with rich narratives and stunning locations that are all must-plays if you’re into VR. Playing Hubris for the first time evokes those same sorts of feelings, an ambitious tale set in a far-flung future. Developer Cyborn only released a short demo teasing what’s to come and it’s certainly promising stuff.
The first real showcase of Hubriscame in March ’21 when Cyborn released a tantalising trailer for the videogame, giving everyone a look at this gorgeous world the team was developing. But as we all know, trailers and actual in-game gameplay can be worlds apart, especially when they look as detailed as Hubris made out to be.
Well, it seems as though that trailer and screenshots weren’t lying as Hubris does, in fact, look that good, with the first section of the planet you land on offering stunning sun-beaten rocks and dappled water effects – possibly the best water effects seen in VR to date. And that’s no surprise considering Cyborn’s history as a 3D animation company before moving into videogames. The buildings and tech have that usual clean-cut, sci-fi feel to them, very reminiscent of titles like Halo.
But looks alone won’t carry Hubris with the one hour demo giving a good feel for the physicality the experience will offer. The videogame jumps straight into a training mode where you can run, jump, climb, swim and pick up a gun and batteries, the former for a quick shooting range the latter a hint at the puzzles to come. Hubris is most certainly going to be an action-adventure, as you become an agent of an organisation called the Order-Of-Objectivity, or more commonly known as the OOO.
Planet-side it is your normal light introduction once you’ve stopped gawping at the scenery. A bit of climbing here and there, some platforming and a good chunk of swimming where the only danger is some less than friendly squid-type creatures that can be shot with an underwater plasma gun; their tentacles then harvested for later use.
It was all going really well but the Hubris demo did falter in one regard, grabbing ledges mid-jump. As mentioned, Hubris has plenty of physical gameplay – so it is going to lean towards an intense experience just so you’re aware – and even in this short into there was plenty of jumping and grabbing ledges to become clear that the mechanic is a bit finicky. It really felt like a 50/50 split between whether the grab would work or the inevitable fall to death (or into the water). That was the only real annoyance with Hubris, having such a tight threshold when it came to grabbing ledges.
There wasn’t much else to properly get to grips with, especially as Cyborn has now pushed the launch date back from this year in 2022 at some point. What’s going to be far more revealing is how the team manage to bring such a highly detailed and visually appealing title to Oculus Quest. On PC VR the minimum spec is a GTX 1080 whilst recommended is an RTX 2070, so for Quest, there’s going to be a major hit to the visuals. Hubris is also coming to PlayStation VR so it’ll be fascinating to see how each platform holds up.
Because from what VRFocus has seen so far of Hubristhis could very well be a big surprise hit in 2022. There’s plenty of “wow factor” to the presentation and details Cyborn has revealed so far indicate Hubris could be a big franchise. The studio even has a mini-series called Terra-forma planned for after the videogame launch. But much is still unknown about the gameplay, enemies and whether it’ll be able to compete with the VR sci-fi juggernauts. So final judgement will have to wait. Definitely, one to pop on the wishlist though.
Walkabout Mini Golf has become one of the highest-rated titles on the Oculus Quest store and the videogames’ recent release on Steam is doing just as well. Today, developer Might Coconut has announced the launch of Walkabout Mini Golf’s eighth course, a mixture of rocky terrain and lush green pastures, Quixote Valley.
The landscape and towering windmills also give a hint at what to expect from the course, some blustery conditions where the wind will alter the ball’s trajectory in some areas. That new wind mechanic should greatly increase the complexity of the course and give veteran players a proper challenge. Just like all the other courses, Quixote Valley will feature a full 18-holes to complete as well as a new custom club and, of course, many lost balls to try and find.
Quixote Valley joins the likes of Bogey’s Bonanza, the previous course addition which was released in June. This has a Frontier aesthetic with skulls on the course and dramatic sunset lighting.
If you’ve not played Walkabout Mini Golf just yet it’s currently available for Oculus Quest and Rift, HTC Vive, Valve Index and Windows Mixed Reality headsets. With solo and multiplayer modes, you’re able to create a quick online match or create a private room for you and four mates for a bit of friendly competition. After you’ve putted your way through all the standard courses you can ramp up the difficulty by activating Night Mode.
When you’re not playing golf you can always hunt down those hidden lost balls or literally fly around the courses, great for admiring the view or for learning their hidden secrets.
See Quixote Valley in all its green splendour in the trailer below and for further updates keep reading VRFocus.
It has been a whole year since Resolution Games released duelling shooter Blaston, pitting players against one another in slow-mo shootouts. To celebrate the anniversary, the studio has released a new update, is giving away some in-game coinage and even opening up the videogame for a free weekend of mayhem over on Steam.
First up is the new “Quick Draw” seasonal game mode that launches today and runs through until later this year. With a Wild West theme, the free update takes players out of the ranked arena and into the dusty terrain of Greatstone Valley for an old-fashioned showdown. As you might expect, this mode is all about being quick on the trigger as you’re only equipped with the new Deadringer gun.
As part of the update, you’ll also have the chance to participate in in-game event challenges that take place on weekends starting 8th October.
And there’s more! Resolution Games is giving away a “Fistful of Blasts”, a one-time free $5 USD worth of blasts to spend on cosmetics like avatar and weapon skins. All you need to do is log in between, 30th September at 10 am PST to 6th October at 10 am PST. That time frame also offers new players the chance to purchase Blaston for 30% off the regular $9.99 price as part of Steam’s weekend deal.
If you are new to Blaston you’ll also want to make use of the free Steam weekend where you can play Blaston until 4th October without paying a penny.
“This update to Blaston is a great testament to how far the game has evolved since it launched,” explained Tommy Palm, CEO and co-founder of Resolution Games. “The initial idea for Blaston was a western-style shootout, so being able to include a nod to that in the game while also appealing to a new and broader audience is really fun.”
VRFocus said in its review: “Blaston is another one of the great examples that can only be made in VR and a perfect fit for Oculus Quest. The fast and furious gameplay is instantaneous, grab a gun and shoot it, with the real enjoyment coming from dodging all over the place.”
For continued updates from Resolution Games, keep reading VRFocus.
For those that just love shooting zombies in the face, there’s going to be another title you may want to add to that undead library of yours, The Living Remain. The work of indie team Five Finger Studios, The Living Remain is going to be a classic survival adventure filled with guns, gore and plenty of corpses by the looks of things.
In The Living Remain “You are playing as Grant Montgomery, a former military soldier who has been separated from his family,” explains the synopsis. “Now he is searching for them in a post-apocalyptic world where pockets of remaining humans are surviving within protected compounds, while the undead roam freely.” You won’t be completely running around solo, as you find an ally in a group of survivors called Alex. She’ll help you navigate this new hostile world by staying in communication with you over the radio.
Everything else you have to do on your own as this is a single-player adventure. All the core ingredients are there, plenty of weapons from one-handed pistols to two-handed assault rifles and shotguns. Or you can go for the more personal approach with some tactical knife placement. All are designed to function and look as realistic as possible.
When it comes to realism in The Living Remain you’ll find that environments are fully interactive, so you can smash your way through glass barehanded or climb objects and buildings for an advantage when the horde comes stumbling in. There will also be puzzles to solve and crafting mechanics so you can scavenge items to craft ammo and upgrade your arsenal.
“Our vision with The Living Remain was to create a VR game that incorporated ideas from some of our favourite genres of movies and videogames while creating an experience that we would want,” said Stephen and Pamela Marshall, co-founders of Five Finger Studios in a statement. “This meant taking on a project that felt much bigger than us, but that only motivated us to keep going. It meant so much to be able to create something from the ground up, and offer players a fun and immersive experience.”
Five Finger Studios has yet to confirm when The Living Remain will be released, just that it’ll support Oculus Rift, HTC Vive and Valve Index headsets. Take a look at the first trailer below and for further updates, keep reading VRFocus.